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Regarding modding another mod's events
Posted: Fri May 09, 2014 10:13 pm
by Kiloku
I've been trying to mod Sleeper Service's amazing CE mod, specifically in the Trade events. I'm doing okay, but I'm editing his files directly. That could be pretty problematic when the mod gets updated. How does appending work? If an event already exists, how do I add an option to the same event but from another file?
Re: Regarding modding another mod's events
Posted: Fri May 09, 2014 10:20 pm
by English Narwhal
Kiloku wrote:I've been trying to mod Sleeper Service's amazing CE mod, specifically in the Trade events. I'm doing okay, but I'm editing his files directly. That could be pretty problematic when the mod gets updated. How does appending work? If an event already exists, how do I add an option to the same event but from another file?
One: Why mod another's mod when you can make something wholly new.
Two: Refer to
this post.
Re: Regarding modding another mod's events
Posted: Fri May 09, 2014 10:27 pm
by Kiloku
Because my idea is related to the CE's Trade Events. I was talking about my idea in CE's thread a few days ago, it would add something new to the mod, but would probably be conflicting if I made it "standalone".
Regardless, thanks a lot, that's exactly what I needed. SMM is powerful! I thought it just loaded the files!
Re: Regarding modding another mod's events
Posted: Fri May 09, 2014 10:32 pm
by Sleeper Service
If you put your mod after Captains Edition, then it will override any events previously introduced by CE as long as you use the same event IDs. Just make sure you only have the events in your mod that you actually want to alter, else you'll override other CE stuff with possibly outdated stuff.
Re: Regarding modding another mod's events
Posted: Sun May 11, 2014 7:09 am
by Russian Rockman
Not sure if this was the answer you were looking for but SMM has some special mod: tags that can override only certain parts of events or blueprints. Read the modders read-me for more information or ask Vhati.